Adding a mesh to start with

Most of the time, when you start modeling, it's…a good idea to start from a simple shape.…Blender includes a lot of primitive shapes like cylinders…and spheres that you can add to you scene.…Lets use one of these primitive mesh objects as a base to start modeling.…Lets go up to Add > Mesh and pick the Cube.…Blender drops a cube right in the middle of this scene.…Now, let's adjust the cube so that we can work with it.…For one thing, we want to model symmetrically.…So, rather than try to model both sides of the character separately,…let's just model one side and then let Blender mirror it over.…

So, let's tweak this cube so that it's only on one side of the character.…Okay.…I'm going to zoom in a little bit on it,…and I want to hit Tab to go into Edit mode.…Here, we can edit the cube's vertices.…You can click these buttons down here to switch to different modes.…For example, Edge mode or Face mode.…But here, we can select just faces by right clicking or…edges, or vertices. But right now, let's work with faces.…

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Released

8/28/2013

Learn to model a professional character design with topology that deforms properly when it is animated, using Blender, the free, powerful 3D modeling toolset that rivals many more costly packages. Ryan Kittleson starts with a mesh based on a reference image, blocking out basic shapes, and then shows how to sculpt the body, appendages, and head as well as complex details like clothing and hair. He also covers the new Dyntopo sculpting interface for shaping and subdividing meshes at the very same time. A series of challenge and solution videos near the end of the chapters allow you to test yourself on the material.